dxvk: migrate to by-name

This commit is contained in:
Randy Eckenrode 2023-10-08 15:58:27 -04:00
parent 961e8be9ea
commit 26f624d940
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GPG Key ID: 64C1CD4EC2A600D9
8 changed files with 134 additions and 118 deletions

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@ -0,0 +1,57 @@
{ lib
, stdenv
, fetchFromGitHub
, glslang
, meson
, ninja
, windows
, pkgsBuildHost
, enableMoltenVKCompat ? false
}:
let
isCross = stdenv.hostPlatform != stdenv.targetPlatform;
in
stdenv.mkDerivation (finalAttrs: {
pname = "dxvk";
version = "1.10.3";
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
rev = "v${finalAttrs.version}";
hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
};
# These patches are required when using DXVK with Wine on Darwin.
patches = lib.optionals enableMoltenVKCompat [
# Patch DXVK to work with MoltenVK even though it doesnt support some required features.
# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
./darwin-dxvk-compat.patch
# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
./darwin-thread-primitives.patch
];
nativeBuildInputs = [ glslang meson ninja ];
buildInputs = [ windows.pthreads ];
mesonFlags =
let
arch = if stdenv.is32bit then "32" else "64";
in
[
"--buildtype" "release"
"--prefix" "${placeholder "out"}"
]
++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ];
meta = {
description = "A Vulkan-based translation layer for Direct3D 9/10/11";
homepage = "https://github.com/doitsujin/dxvk";
changelog = "https://github.com/doitsujin/dxvk/releases";
maintainers = [ lib.maintainers.reckenrode ];
license = lib.licenses.zlib;
platforms = lib.platforms.windows;
};
})

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@ -0,0 +1,77 @@
{ lib
, stdenv
, fetchFromGitHub
, pkgsBuildHost
, glslang
, meson
, ninja
, windows
, spirv-headers
, vulkan-headers
, SDL2
, glfw
, gitUpdater
, sdl2Support ? true
, glfwSupport ? false
}:
# SDL2 and GLFW support are mutually exclusive.
assert !sdl2Support || !glfwSupport;
let
isCross = stdenv.hostPlatform != stdenv.targetPlatform;
isWindows = stdenv.hostPlatform.uname.system == "Windows";
in
stdenv.mkDerivation (finalAttrs: {
pname = "dxvk";
version = "2.3";
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
rev = "v${finalAttrs.version}";
hash = "sha256-RU+B0XfphD5HHW/vSzqHLUaGS3E31d5sOLp3lMmrCB8=";
fetchSubmodules = true; # Needed for the DirectX headers and libdisplay-info
};
postPatch = ''
substituteInPlace "subprojects/libdisplay-info/tool/gen-search-table.py" \
--replace "/usr/bin/env python3" "${lib.getBin pkgsBuildHost.python3}/bin/python3"
'';
nativeBuildInputs = [ glslang meson ninja ];
buildInputs = [ spirv-headers vulkan-headers ]
++ lib.optionals (!isWindows && sdl2Support) [ SDL2 ]
++ lib.optionals (!isWindows && glfwSupport) [ glfw ]
++ lib.optionals isWindows [ windows.pthreads ];
# Build with the Vulkan SDK in nixpkgs.
preConfigure = ''
rm -rf include/spirv/include include/vulkan/include
mkdir -p include/spirv/include include/vulkan/include
'';
mesonFlags =
let
arch = if stdenv.is32bit then "32" else "64";
in
[
"--buildtype" "release"
"--prefix" "${placeholder "out"}"
]
++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ]
++ lib.optional glfwSupport "-Ddxvk_native_wsi=glfw";
doCheck = !isCross;
passthru.updateScript = gitUpdater { rev-prefix = "v"; };
meta = {
description = "A Vulkan-based translation layer for Direct3D 9/10/11";
homepage = "https://github.com/doitsujin/dxvk";
changelog = "https://github.com/doitsujin/dxvk/releases";
maintainers = [ lib.maintainers.reckenrode ];
license = lib.licenses.zlib;
platforms = lib.platforms.windows ++ lib.platforms.linux;
};
})

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@ -1,114 +0,0 @@
{ lib
, stdenv
, fetchFromGitHub
, glslang
, meson
, ninja
, windows
, dxvkVersion ? "default"
, spirv-headers
, vulkan-headers
, SDL2
, glfw
, pkgsBuildHost
, gitUpdater
, sdl2Support ? true
, glfwSupport ? false
, enableMoltenVKCompat ? false
}:
# SDL2 and GLFW support are mutually exclusive.
assert !sdl2Support || !glfwSupport;
let
# DXVK 2.0+ no longer vendors certain dependencies. This derivation also needs to build on Darwin,
# which does not currently support DXVK 2.0, so adapt conditionally for this situation.
isDxvk2 = lib.versionAtLeast (srcs.${dxvkVersion}.version) "2.0";
# DXVK has effectively the same build script regardless of platform.
srcs = {
"1.10" = rec {
version = "1.10.3";
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
rev = "v${version}";
hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
};
# These patches are required when using DXVK with Wine on Darwin.
patches = lib.optionals enableMoltenVKCompat [
# Patch DXVK to work with MoltenVK even though it doesnt support some required features.
# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
./darwin-dxvk-compat.patch
# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
./darwin-thread-primitives.patch
];
};
"default" = rec {
version = "2.3";
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
rev = "v${version}";
hash = "sha256-RU+B0XfphD5HHW/vSzqHLUaGS3E31d5sOLp3lMmrCB8=";
fetchSubmodules = true; # Needed for the DirectX headers and libdisplay-info
};
patches = [ ];
};
};
isWindows = stdenv.targetPlatform.uname.system == "Windows";
isCross = stdenv.hostPlatform != stdenv.targetPlatform;
in
stdenv.mkDerivation (finalAttrs: {
pname = "dxvk";
inherit (srcs.${dxvkVersion}) version src patches;
nativeBuildInputs = [ glslang meson ninja ];
buildInputs = lib.optionals isWindows [ windows.pthreads ]
++ lib.optionals isDxvk2 (
[ spirv-headers vulkan-headers ]
++ lib.optional (!isWindows && sdl2Support) SDL2
++ lib.optional (!isWindows && glfwSupport) glfw
);
postPatch = lib.optionalString isDxvk2 ''
substituteInPlace "subprojects/libdisplay-info/tool/gen-search-table.py" \
--replace "/usr/bin/env python3" "${lib.getBin pkgsBuildHost.python3}/bin/python3"
'';
# Build with the Vulkan SDK in nixpkgs.
preConfigure = ''
rm -rf include/spirv/include include/vulkan/include
mkdir -p include/spirv/include include/vulkan/include
'';
mesonFlags =
let
arch = if stdenv.is32bit then "32" else "64";
in
[
"--buildtype" "release"
"--prefix" "${placeholder "out"}"
]
++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ]
++ lib.optional glfwSupport "-Ddxvk_native_wsi=glfw";
doCheck = isDxvk2 && !isCross;
passthru = lib.optionalAttrs (lib.versionAtLeast finalAttrs.version "2.0") {
updateScript = gitUpdater {
rev-prefix = "v";
};
};
meta = {
description = "A Vulkan-based translation layer for Direct3D 9/10/11";
homepage = "https://github.com/doitsujin/dxvk";
changelog = "https://github.com/doitsujin/dxvk/releases";
maintainers = [ lib.maintainers.reckenrode ];
license = lib.licenses.zlib;
platforms = lib.platforms.windows ++ lib.optionals isDxvk2 lib.platforms.linux;
};
})

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@ -40458,10 +40458,6 @@ with pkgs;
dump = callPackage ../tools/backup/dump { };
dxvk = callPackage ../misc/dxvk { };
dxvk_1 = callPackage ../misc/dxvk/dxvk.nix { dxvkVersion = "1.10"; };
dxvk_2 = callPackage ../misc/dxvk/dxvk.nix { };
ec2stepshell = callPackage ../tools/security/ec2stepshell { };
ecdsatool = callPackage ../tools/security/ecdsatool { };